Unity-DebugX/Samples/Scripts/DebugXSample_Other.cs
2025-02-22 23:02:05 +08:00

39 lines
1.5 KiB
C#

using DCFApixels.DebugXCore;
using UnityEngine;
namespace DCFApixels
{
public class DebugXSample_Other : MonoBehaviour
{
public Gradient Gradient;
public float GradientMultiplier = 5;
public Transform[] Points;
private void OnDrawGizmos()
{
int i = -1;
const float RADIUS_M = 0.5f;
i++; DebugX.Draw(GetColor(Points[i])).Cross(Points[i].position, Points[i].localScale.x);
i++; DebugX.Draw(GetColor(Points[i])).BillboardCircle(Points[i].position, Points[i].localScale.x * RADIUS_M);
i++; DebugX.Draw(GetColor(Points[i])).WireMesh<SphereMesh>(Points[i].position, Points[i].rotation, Points[i].localScale * RADIUS_M);
i++; DebugX.Draw(GetColor(Points[i])).Text(Points[i].position, Points[i].name);
i++; DebugX.Draw(GetColor(Points[i])).Dot(Points[i].position);
i++; DebugX.Draw(GetColor(Points[i])).WireDot(Points[i].position);
i++; DebugX.Draw(GetColor(Points[i])).DotQuad(Points[i].position);
i++; DebugX.Draw(GetColor(Points[i])).DotDiamond(Points[i].position);
i++; DebugX.Draw(GetColor(Points[i])).DotCross(Points[i].position);
}
private Color GetColor(Transform pos1)
{
Vector3 pos = pos1.localPosition;
pos /= GradientMultiplier == 0 ? 1 : GradientMultiplier;
pos += Vector3.one * 0.5f;
float t = pos.x + pos.y + pos.z;
t /= 3f;
return Gradient.Evaluate(Mathf.Clamp01(t));
}
}
}